Design Patterns overview

A design pattern is a reusable solution for a commonly occurring problem. In the next three tables are the original design patterns as they are described in the book: "Design Patterns: Elements of Reusable Object-Oriented Software". They are divided into three groups:
  • Creational
  • Structural
  • Behavioral

Creational
Abstract FactoryProvide an interface for creating families of related or dependent objects without specifying their concrete classes.
BuilderSeparate the construction of a complex object from its representation allowing the same construction process to create various representations.
Factory MethodDefine an interface for creating an object, but let subclasses decide which class to instantiate. Factory Method lets a class defer instantiation to subclasses.
Lazy initializationTactic of delaying the creation of an object, the calculation of a value, or some other expensive process until the first time it is needed. This pattern appears in the GoF catalog as "virtual proxy", an implementation strategy for the Proxy pattern.
PrototypeSpecify the kinds of objects to create using a prototypical instance, and create new objects by copying this prototype.
SingletonEnsure a class has only one instance, and provide a global point of access to it.

Structural
AdapterConvert the interface of a class into another interface clients expect. An adapter lets classes work together that could not otherwise because of incompatible interfaces. The enterprise integration pattern equivalent is the translator.
BridgeDecouple an abstraction from its implementation allowing the two to vary independently.
CompositeCompose objects into tree structures to represent part-whole hierarchies. Composite lets clients treat individual objects and compositions of objects uniformly.
DecoratorAttach additional responsibilities to an object dynamically keeping the same interface. Decorators provide a flexible alternative to subclassing for extending functionality.
FacadeProvide a unified interface to a set of interfaces in a subsystem. Facade defines a higher-level interface that makes the subsystem easier to use.
FlyweightUse sharing to support large numbers of similar objects efficiently.
ProxyProvide a surrogate or placeholder for another object to control access to it.

Behavioral
Chain of responsibilityAvoid coupling the sender of a request to its receiver by giving more than one object a chance to handle the request. Chain the receiving objects and pass the request along with the chain until an object handles it.
CommandEncapsulate a request as an object, thereby letting you parameterize clients with different requests, queue or log requests, and support undoable operations.
InterpreterGiven a language, define a representation for its grammar along with an interpreter that uses the representation to interpret sentences in the language.
IteratorProvide a way to access the elements of an aggregate object sequentially without exposing its underlying representation.
MediatorDefine an object that encapsulates how a set of objects interact. Mediator promotes loose coupling by keeping objects from referring to each other explicitly, and it lets you vary their interaction independently.
MementoWithout violating encapsulation, capture and externalize an object's internal state allowing the object to be restored to this state later.    
ObserverDefine a one-to-many dependency between objects where a state change in one object results in all its dependents being notified and updated automatically.
StateAllow an object to alter its behavior when its internal state changes. The object will appear to change its class.
StrategyDefines a family of algorithms, encapsulates each one, and makes them interchangeable. Strategy lets the algorithm vary independently from clients that use it.
Template methodDefine the skeleton of an algorithm in an operation, deferring some steps to subclasses. Template method lets subclasses redefine certain steps of an algorithm without changing the algorithm's structure.
VisitorRepresent an operation to be performed on the elements of an object structure. Visitor lets you define a new operation without changing the classes of the elements on which it operates.

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